Yeah I like it. Thematically, its much more in line with how a sleep spell should probably work. I dunno about the higher level spell slots though. Any time the higher level slot text is longer than the actual spell, it's probably too complicated!
I played in a game once where the Nine Hells was similar to the Divine Comedy and the DM was very knowledgeable about the middle ages, the Goetia, all that stuff. A lot of that is pretty esoteric these days though.
1. I'm not sure I'd change it to maximum hp, while keeping its current spell level. That would make it a long-range low-level boss killer.
2. Sleep is sleep. You could change the effect so its like Hypnotic Pattern instead, but then I'd also change the name.
3. I don't think crowd-control spells...
Exactly. I keep on coming back to John S Ross' decision tree for determining what kind of roll to make in an Risus game (single target number, single contested, multi-round conflict). One of the first questions is "Would it be fun to make a roll?" If the answer is yes, then you determine what...
I ran my Dark Sun campaign in this mode for a while. It was fun initially because it emphasized how different and dangerous Athas was but eventually I stopped using it for regular play because in a normal session, the PCs have the gear and provisions they need to survive, and without time...
I ran my Dark Sun campaign in this mode for a while. It was fun initially because it emphasized how different and dangerous Athas was but eventually I stopped using it for regular play because in a normal session, the PCs have the gear and provisions they need to survive, and without time...
I really like your approach, very cool. I particularly like how you're consciously accounting for "x-level" spells and certain abilities like turn undead. Part of the bane of high level adventures is planning encounters when the PCs can just fly or teleport around them.
One thing though...
Yeah, its pretty good when you absolutely must land a spell. Heighten + bend luck makes it almost certain to happen. Plus, there's a certain amount of satisfaction when the monster makes a save by one or two only to fail when it comes into play. :)
For mostly-casters, I don't think its a good idea since you miss out on precious high level spell slots. Having said that, a pal2/sorc18 is pretty compelling. Heavy-armor-wearing, martial-weapon-wielding, smiting machine!
One question I have is: can you make the subject of a phantasmal force understand something it doesn't already know? Like can I plonk manacles on someone and say "they're anti-magic manacles!" - if the illusion is created by the subjects mind, how do they know what anti-magic manacles are?
Its more like concrete poetry. You hold a harmonica in one hand, blow a couple of notes during combat and say "Far out trout, swimming in the sky". Then you conjure magic, man.
It's more if I have village militia running around with dimensional shackles and anti-magic doo-dads, they start to seem suspiciously well equipped. Plus my players will start stealing them and selling on the black market.